|Tony Price (brownthumb)||27.11.2018 00:32|
|Hi, am working on a mod map that i started from scratch, one that i pulled from main game using editor,
deleted every thing but the needed things, am having a few problems, have taken a few things from the US map
with editor and installed to my new map but some will not show in game play mode, also i deleted all fields yet i get
this 2018-11-26 18:03 Error: Farmland-Id 2 not defined in farmland xml file!, for each field that was in map,
where and how do i get rid of fields?
|Bilbo Beutlin (BBeutlin)||27.11.2018 03:54|
|Tony Price (brownthumb)||27.11.2018 16:37|
| Hi, How can i fix?
2018-11-27 10:07 Warning: Farmland-Ids not set for all pixel in farmland-infoLayer!
2018-11-27 10:07 Error: loadVehicle can only load existing store items,
also vehicle sale and customize trigger at shop will not work.
|Rylan Givens (rylan)||27.11.2018 18:10|
|The farmland ids are those that are listed in the farmlands.xml, so you just have to match that to the errors..
Not sure about the last one..
|Bilbo Beutlin (BBeutlin)||27.11.2018 18:58|
|To the "Error: loadVehicle ..."
The GE generates with "New Mod from Game" beneath other the files "defaultItems.xml" and "defaultVehicles.xml". These contain file pathes with filename="$data/..". Replace all these with filename="data/.." and it should work.
There's somewhere a bug in the $data evaluation.
|Tony Price (brownthumb)||30.11.2018 11:31|
| How to set player owned land?
|Bilbo Beutlin (BBeutlin)||30.11.2018 12:14|
|In the file "mapXX_farmlands.xml".
Where id=".." represents the decimal value of the bitmask in GE info channel (bit 0 is the right one in binary).
If you set defaultFarmProperty="true" this is associated to the player in game level "easy" (only).
Most probably you can use farmId="1" like in savegame "farmland.xml". Keep in mind you have more farmId's in multiplayer mode.
|Tony Price (brownthumb)||30.11.2018 15:01|
| When setting up animal husbandrys in defaultItems how does one word it so that the triggers work?
|Bilbo Beutlin (BBeutlin)||30.11.2018 15:47|
|Never tried. But I'm quite sure, it works like in the savegame "items.xml". Take this as template.
Place a husbandry within GE in the TG "placeholders". Give it a unique name "name". Note position, rotation for the xml entry.
In "defaultItems.xml" you can use
<item ... defaultFarmProperty="true" farmId="1" /> then the item appears on game level "easy" (only)
- or - (what I didn't try yet)
<item mapBoundId="name" ... farmId="1" /> should then appear in all cases
What I assume: the item works only, if you also own the land on which it is placed. Try out.
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